221 lines
5.8 KiB
C
221 lines
5.8 KiB
C
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#include "g_local.h"
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/*
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=========================
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Sentry Killer Rocket
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=========================
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*/
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// WF & CCH: New think function for homing missiles
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void sentryhoming_think (edict_t *ent)
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{
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edict_t *target = NULL;
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edict_t *blip = NULL;
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vec3_t targetdir, blipdir;
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vec_t speed;
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//gi.dprintf("Sentry Killer Think\n");
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while ((blip = findradius(blip, ent->s.origin, 1500)) != NULL)
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{
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//The only non-client to track is sentry guns
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if ((strcmp(blip->classname, "SentryGun") != 0))
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continue;
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if (blip == ent->owner)
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continue;
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//dont aim at same team unless friendly fire is on
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if ((blip->wf_team == ent->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0))
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//if (blip->wf_team == ent->wf_team)
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continue;
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if (!blip->takedamage)
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continue;
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if (blip->health <= 0)
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continue;
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if (!visible(ent, blip))
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continue;
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VectorSubtract(blip->s.origin, ent->s.origin, blipdir);
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blipdir[2] += 16;
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if ((target == NULL) || (VectorLength(blipdir) < VectorLength(targetdir)))
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{
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target = blip;
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VectorCopy(blipdir, targetdir);
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}
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}
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if (target != NULL)
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{
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// target acquired, nudge our direction toward it
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VectorNormalize(targetdir);
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VectorScale(targetdir, 0.2, targetdir);
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VectorAdd(targetdir, ent->movedir, targetdir);
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VectorNormalize(targetdir);
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VectorCopy(targetdir, ent->movedir);
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vectoangles(targetdir, ent->s.angles);
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speed = VectorLength(ent->velocity);
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VectorScale(targetdir, speed, ent->velocity);
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//is this the first time we locked in? sound warning for the target
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if (ent->homing_lock == 0)
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{
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gi.sound (target, CHAN_AUTO, gi.soundindex ("homelock.wav"), 1, ATTN_NORM, 0);
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ent->homing_lock = 1;
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}
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}
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ent->nextthink = level.time + .1;
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ent->think = sentryhoming_think;
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}
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void sentryrocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t origin;
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int n;
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if (other == ent->owner)
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return;
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if (surf && (surf->flags & SURF_SKY))
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{
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G_FreeEdict (ent);
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return;
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}
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if (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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// calculate position for the explosion entity
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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if (other->takedamage)
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{
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T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
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}
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else
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{
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// don't throw any debris in net games
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if (!deathmatch->value && !coop->value)
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{
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if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
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{
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n = rand() % 5;
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while(n--)
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ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
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}
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}
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}
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T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PHS);
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G_FreeEdict (ent);
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}
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void fire_sentryrocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
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{
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edict_t *rocket;
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rocket = G_Spawn();
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VectorCopy (start, rocket->s.origin);
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VectorCopy (dir, rocket->movedir);
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vectoangles (dir, rocket->s.angles);
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VectorScale (dir, speed, rocket->velocity);
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rocket->movetype = MOVETYPE_FLYMISSILE;
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rocket->clipmask = MASK_SHOT;
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rocket->solid = SOLID_BBOX;
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rocket->s.effects |= EF_ROCKET;
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VectorClear (rocket->mins);
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VectorClear (rocket->maxs);
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rocket->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
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rocket->owner = self;
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rocket->touch = sentryrocket_touch;
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//WF & CCH - Add homing lock status
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rocket->homing_lock = 0;
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//Set the team of the rocket
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rocket->wf_team = self->wf_team;
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rocket->dmg = damage;
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rocket->radius_dmg = radius_damage;
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rocket->dmg_radius = damage_radius;
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// See if this is a player and if they have homing on
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rocket->die = Rocket_Die;
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rocket->health = 10;
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// CCH: a few more attributes to let the rocket 'die'
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VectorSet(rocket->mins, -10, -3, 0);
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VectorSet(rocket->maxs, 10, 3, 6);
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rocket->mass = 10;
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rocket->nextthink = level.time + .1;
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rocket->think = sentryhoming_think;
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//reduce damage of homing rockets to 1/2 of normal rocket
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rocket->dmg = damage;
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rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
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rocket->classname = "rocket";
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if (self->client)
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check_dodge (self, rocket->s.origin, dir, speed);
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gi.linkentity (rocket);
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}
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void Weapon_SentryRocketLauncher_Fire (edict_t *ent)
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{
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vec3_t offset, start;
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vec3_t forward, right;
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int damage;
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float damage_radius;
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int radius_damage;
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damage = wf_game.weapon_damage[WEAPON_SENTRYKILLER]; //was 150 G.R.
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radius_damage = 100; //was 120 G.R.
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damage_radius = 35;
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if (is_quad)
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{
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damage *= 4;
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radius_damage *= 4;
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}
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -1;
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VectorSet(offset, 8, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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//WF - increase speed of rocket
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// fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
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fire_sentryrocket (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_SENTRYKILLER] , damage_radius, radius_damage);
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// send muzzle flash
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (ent-g_edicts);
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gi.WriteByte (MZ_ROCKET | is_silenced);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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ent->client->ps.gunframe++;
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PlayerNoise(ent, start, PNOISE_WEAPON);
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if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
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ent->client->pers.inventory[ent->client->ammo_index]-= 10;
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}
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void Weapon_SentryRocketLauncher (edict_t *ent)
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{
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static int pause_frames[] = {25, 33, 42, 50, 0};
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static int fire_frames[] = {5, 0};
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Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_SentryRocketLauncher_Fire);
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}
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